Fixed potential issue
Fixed potential bug when when stop and re-starting a game. Removed useless line.
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parent
8be6b37556
commit
4f0116ae0f
2 changed files with 4 additions and 7 deletions
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@ -278,8 +278,6 @@ void Codec::Decode() {
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}
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}
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std::chrono::steady_clock::time_point last_frame_time = std::chrono::steady_clock::now();
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AVFramePtr Codec::GetCurrentFrame() {
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// Sometimes VIC will request more frames than have been decoded.
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// in this case, return a nullptr and don't overwrite previous frame data
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@ -292,15 +290,12 @@ AVFramePtr Codec::GetCurrentFrame() {
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if (Settings::values.use_video_framerate.GetValue()) {
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std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
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std::chrono::microseconds elapsed =
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std::chrono::duration_cast<std::chrono::microseconds>(now - last_frame_time);
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std::chrono::microseconds min_frame_interval =
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std::chrono::microseconds(1000 / Settings::values.video_framerate.GetValue() * 1000);
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std::chrono::microseconds elapsed = std::chrono::duration_cast<std::chrono::microseconds>(now - last_frame_time);
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std::chrono::microseconds min_frame_interval = std::chrono::microseconds(1000 / Settings::values.video_framerate.GetValue() * 1000);
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if (elapsed < min_frame_interval) {
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std::this_thread::sleep_for(min_frame_interval - elapsed);
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now = std::chrono::steady_clock::now();
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elapsed = std::chrono::duration_cast<std::chrono::microseconds>(now - last_frame_time);
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}
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last_frame_time = now;
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@ -58,6 +58,8 @@ public:
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/// Return name of the current codec
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[[nodiscard]] std::string_view GetCurrentCodecName() const;
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std::chrono::steady_clock::time_point last_frame_time = std::chrono::steady_clock::now();
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private:
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void InitializeAvCodecContext();
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